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EXPLORING THE INTEGRATION OF NON-TRADITIONAL DIGITAL TOOLS IN EDUCATION
F. LECELLIER
Université de Poitiers, Francia
In recent years, especially during the COVID-19 health crisis, digital tools for education have proliferated. Interestingly, some digital tools not originally designed for educational purposes can also be effectively repurposed. This presentation highlights two such examples to illustrate enhanced student engagement and attention. The first example is Twitch, a live video streaming platform mainly used for gaming. During the health crisis, educators successfully repurposed Twitch for course presentations. Compared to the university's traditional video conferencing platform, Webex, Twitch facilitated greater student interaction due to its relative anonymity and increased familiarity among students. The second example involves using the Minecraft video game for teaching project management. Sessions conducted using Minecraft showed significantly higher levels of visual attention and engagement from students compared to standard tutorial sessions. This demonstrates the potential of video games as powerful pedagogical tools. In conclusion, these examples underscore the importance of rethinking digital tools in education. They show that unconventional platforms and video games can significantly enhance student engagement and attention in the classroom. Educators should remain open to new technologies' possibilities to adapt and enrich students' learning experiences. These perspectives pave the way for innovative teaching and learning methods that effectively integrate digital tools into education.